Jedi Knight Flags


Flags

Flags are normaly written as "0x1" (hex format) , you can use just "1" ,or decimal equivelent will also work ie "1024" would be equal to "0x400".

To avoid confusion the "0x1" type should be used.It also makes the code more readable.


Actor Flags

0x1Pitching changes head pitch
0x4Players fieldlight
0x8Invulnerability
0x10Players head is centered
0x20Explodes when killed
0x40Actor will not drown
0x80Invisibility
0x100Droid
0x200Boss
0x400Deaf
0x800Blind
0x2000Blocking attacks
0x10000Actor is screaming
0x40000Partialy imobilized
0x80000Cannot shoot undewater
0x100000Actor cannot be auto targeted
0x200000Totaly Imobolized
0x400000Actor is falling to his death
0x800000No display Hud
0x1000000Damages other actors at full rate
0x2000000Can see in the dark
0x80000000Causes the green corner brackets to appear in view


Ai Mode Flags

0x1Ai is moving towards it`s destination
0x2Ai has a valid target and is trying to attack it
0x4Ai is searching for targets or danger
0x8Ai is turning to face it`s LookTarget
0x10Ai`s current move target is valid
0x29Ai`s current fire target is valid
0x200Ai is ready (awake and active)
0x400Ai has Los (line of sight) to it`s target
0x800Ai is fleeing


Attach Flags

0x0Not attached
0x1Attached to a world surface
0x2Attached to the face of a thing
0x4Attached to a thing, but not a certain face of that thing
0x8No Move relative to attach thing


Collide Type Values

0Not colliding
1Sphere colliding
3Face colliding


Damage flags

0x1Impact
0x2Energy
0x4Explosion
0x8Force
0x10Saber
0x20Drowning


Explosion Flags

0x1Anitmated sprite
0x2Explosion includes a blast phase
0x4Damage in blast radius
0x8Has child explosions
0x10Variable Light
0x40No damage to shooter
0x80Random debris
0x100Flash blinds things


Geometry Mode Value

0Don`t draw surface
1Draw vertices
2Draw wireframe
3Solid surface
4Texture surface
5Full draw surface


Inventory Flags

0x1Type is registered
0x2Item is part of the item set
0x4Item is a weapon
0x8Item is a forcepower
0x10Item is armored (processes damaged: messages)
0x20Item is available by default
0x40Item is not carried over in between levels
0x80Item is dropped into a backpack when the player is killed (MP only)
0x100Can be assigned a HOTKEY


Goal flags

0x1 Goal Displayed in objectives
0x2Goal accomplished


Item Flags

0x1Respawn in mp
0x2Respawn in single
0x4Item is a backpack
0x8CtfFlag


JK Flags

0x1has saber
0x4turn on saber
0x8turn off saber
0x10has two sabers
0x20persuasion twinkling


Multiplayer Mode Flags

0x01Team Play
0x02No damage to teamates
0x04CTF computes own score
0x08Time limit
0x10Score limit
0x20No custom costumes
0x100Auto assign teams


Multiplayer Respawn CTF Flags

0x0000FFFFStart places 16 - 31
0xFFFF00FFGold starts 8 - 15
0xFFFFFF00Red starts 0 - 7


Particle Flags

0x1Outward expanding
0x2Animate cel
0x4Random start cel
0x8Fade out over time
0x10Emit Light
0x20Flipped


Physics Flags

0x1Has Gravity
0x2Uses thrust to move
0x10Align orientation with surface
0x20Bounce off surface
0x40Sticks to floor surface
0x80Sticks to wall surface
0x200Uses rotational velocity
0x400Banks when turning
0x1000Uses angular thrust to rotate
0x2000Can Fly
0x4000Affected by blast force
0x10000Is Crouching
0x10000Do not rotate velocity while the thing rotates
0x40000Partial gravity
0x100000Thing is on the surface of the water
0x400000Not affected by Thrust


Player Superflag Value

1Weapon supercharge
2Shield supercharge
4Force boost


Sector Flags

0x1No gravity
0x2Underwater
0x4CogLinked
0x8Has thrust
0x10Hide on automap
0x20No actor enter
0x40Pit
0x1000Has Collide Box
0x4000Shown on auto map


Sound Flags

0x1Loops till stopped
0x4Ambient does not use panning
0x40Sound pos is world coordinates
0x80Sound pos moves with thing
0x100Raise sound play priority
0x10000Voice cannot be overidden by other sounds


Surface Flags

0x1Floor
0x2CogLinked
0x4Impassable
0x8Ai cannot walk on floor
0x10Double texture scale
0x201/2 texture scale
0x401/8 texture scale
0x80No falling damage
0x200Sky
0x400Sky2
0x800Scrolling
0x1000Icy
0x2000Very Icy
0x4000Magsealed
0x10000Metal floor
0x20000Deep water
0x40000Shallow Water
0x80000Dirt floor
0x100000Very deep water


Surface Adjoin Flags

0x1Adjoin visible
0x2Allow movement through adjoin, ai & player
0x4Allow sound to pass through adjoin
0x8Allow player only
0x10Allow Ai only


Surface Animation flags

1looping
2skip last frame
4skip first two frames


Surface Light Mode Value

0Fully Lit
1Not Lit
2Diffuse
3Gouraud (normal light)
4Gouraud
5Gouraud


Surface Type value

0Normal
12 sided
2Translucent


Thing Flags

0x1Emits Light
0x2Dead
0x4Magneticly sealed
0x8Part of world geometery
0x10Invisible
0x40Can stand on
0x400Cog Linked
0x800No Crush
0x1000Not in Easy
0x2000Not in Medium
0x4000Not in Hard
0x8000Not in Multi Player
0x10000Not in Single Player
0x20000Object is sending a pulse message to it's cog
0x40000Object is timed to send a timer event to it's cog
0x400000Object is metal
0x800000Object is earth
0x1000000Object makes no sounds
0x2000000Object is underwater
0x8000000Object is destroyed if it enters water
0x10000000Object is destroyed if it enters air
0x20000000Object generatoes a splash: Cog Message when entering/leaving water


Thing Type values and Masks

Thing Type.Mask value
1?0x2
2Actor0x4
3Weapon0x8
4?0x10
5Item0x20
6Explosion0x40
8?0x80
10player0x400


Weapon Flags

0x1Nodamage to shooter
0x4Explodes when world surface hit
0x8Explodes when thing hit
0x80Sticks to walls
0x400Reflects on Magsealed surface
0x800Sticks to things
0x1000Close proximity trigger
0x2000Instant Impact weapon
0x8000Object trail
0x400000Explodes when world floor hit